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ravynwolvf

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Sep 7, 2020
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I was poking around in the game files, and there seem to be literally hundreds of possible events that can happen. But yet in my games, for the most part, I just get "Boiling anger...it's soothing", the tooth, the prince of fashion, yet another warhorse, and servants catching adulterers. There's hardly ever anything new or interesting going on. I can think of maybe ten events like "Was that visitor Odin?" that I've had. Is this normal? Or is everyone else actually having some variety in their games? I have very few mods, but just wondering if one might be blocking things. Thanks.
 
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I was poking around in the game files, and there seem to be literally hundreds of possible events that can happen. But yet in my games, for the most part, I just get "Boiling anger...it's soothing", the tooth, the prince of fashion, yet another warhorse, and servants catching adulterers. There's hardly ever anything new or interesting going on. I can think of maybe ten events like "Was that visitor Odin?" that I've had. Is this normal? Or is everyone else actually having some variety in their games? I have very few mods, but just wondering if one might be blocking things. Thanks.
You should probably look at the triggers for those events... CK3 is more like a suite of games with its different government types and dramatically differing capabilities (e.g., Tribal Norse vs Anyone Feudal) depending on your character's situation. There are entirely unique events for Adventurers, Tribals, Pagans, etc. There are even unique events for specific characters.

They still put all of the events in one giant file though. Are there some specific examples of events/event chains that you have?

Also, remember that some game mechanics such as feasts and pilgrimages are essentially rapid fire event episodes. If you watch your game on Slow during a feast you'll realize there's all sorts of events firing creating enemies and friends between NPCs, etc. You might be "skipping" over all this content by playing the game too fast.
 
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I was poking around in the game files, and there seem to be literally hundreds of possible events that can happen. But yet in my games, for the most part, I just get "Boiling anger...it's soothing", the tooth, the prince of fashion, yet another warhorse, and servants catching adulterers. There's hardly ever anything new or interesting going on. I can think of maybe ten events like "Was that visitor Odin?" that I've had. Is this normal? Or is everyone else actually having some variety in their games? I have very few mods, but just wondering if one might be blocking things. Thanks.
Some events have more frequent triggers than others, you might not have the right personalities for some. Adultery events are sadly common due to bad dev design
 
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I was poking around in the game files, and there seem to be literally hundreds of possible events that can happen. But yet in my games, for the most part, I just get "Boiling anger...it's soothing", the tooth, the prince of fashion, yet another warhorse, and servants catching adulterers. There's hardly ever anything new or interesting going on. I can think of maybe ten events like "Was that visitor Odin?" that I've had. Is this normal? Or is everyone else actually having some variety in their games? I have very few mods, but just wondering if one might be blocking things. Thanks.
Part of the reason, I think, are base game vs dlc events: there's only so many "pulse" events the game can fit into a certain period of in-game time, and I feel like all these Prince of Fashion, bathhouse etc etc etc events from Wards &wardens, Friends & Fools etc event packs have pushed a lot of base game pulse events to the sidelines.

Another thing is there are often certain triggers to be met, and based on the way you play you may very well never satisfy some of them. For example: there are actually quite a lot of lover and soulmate events, yet I personally never see them in my games. I checked the files and it turned out that the majority of them trigger when you have a lover/soulmate on the side while having no relationship with your spouse, and their premise revolves around the fact that your duchess has this secret lover whom she adores and a husband she despises, and the drama ensues. If you (like me) usually get a lover/soulmate relationship with your spouse (even if planning to go for extramarital affairs later – because what else is there to do with your spouse anyway), you won't see any of those events.
 
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As others above said, you're missing triggers.
The game actually has a TON of random events, the problem is that a good chunk of them is so specific you basically never see them, and there are a bunch of events with very lax/often fulfilled requirements that you see way too often.
 
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Some events have more frequent triggers than others, you might not have the right personalities for some. Adultery events are sadly common due to bad dev design

You even get them, when your religion doesn't see adultery as a sin. Only the option then says 'have you nothing better to worry about'.
 
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You even get them, when your religion doesn't see adultery as a sin. Only the option then says 'have you nothing better to worry about'.
It's a forced storyline, which is irritating.

The one event that I think is just beyond the pale though is the one that overwrites a character's real father to make them a bastard...
 
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The one event that I think is just beyond the pale though is the one that overwrites a character's real father to make them a bastard...
I mod that out of my game. It's such lazy game design and completely breaks suspension of disbelief. CK3 desperately needs a custodian team to audit all the bad legacy code.
 
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I was poking around in the game files, and there seem to be literally hundreds of possible events that can happen. But yet in my games, for the most part, I just get "Boiling anger...it's soothing", the tooth, the prince of fashion, yet another warhorse, and servants catching adulterers. There's hardly ever anything new or interesting going on. I can think of maybe ten events like "Was that visitor Odin?" that I've had. Is this normal? Or is everyone else actually having some variety in their games? I have very few mods, but just wondering if one might be blocking things. Thanks.

I agree with those that claim too much niche triggers in vanilla events.

Most of vanilla random events have triggers that make them fire only if you fuflfill very specific game conditions. In the end, for most of the campaign you will be experiencing the same 7 or 8 random events firing aplenty and nothing more.

Implementing events this way, in my opinion, is a very poor decision where days and days of development are for practical purposes thrown out of the window. The game then just conveys the experience of having always the same events boringly repeating themselves.
 
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On the topic of common event frequency versus niche event frequency, that topic was discussed in Dev Diary 147 from last year. Here is the relevant portion:

Event Frequency​

A common topic that I see discussed in many places is the frequency of events, that they can feel ‘spammy’ - not necessarily because there’s always too many of them at once (although that certainly happens every now and then), but because you often see the same events often. The more insignificant or punishing a (random) event is, the less often you want to see it happen. Having a flavorful situation appear now-and-then is fine, but being blocked by a challenger on the road or hearing a duck quack several times per character feels off.

Now, the method we have when creating ‘pools’ of content is to have a generous amount of events that have easy-to-happen triggers and can happen in many situations. This we do in order to make sure you’re always valid to see something. While making an event that triggers for a niche situation feels really good, the likelihood of it being seen at all drastically decreases the more complex the situation is, making it less and less valuable to spend time making - to the point where it might be half a percent or less of the playerbase who sees them. This means that we aim for way more ‘general’ events as a rule of thumb, a ratio between general and niche (which varies depending on the pool we’re filling). Of course, a consequence of this is that you’re going to see the events with easy-to-happen triggers way more often - sometimes with every character you play, and sometimes multiple times per character (depending on the event cooldown).

Reading your feedback I’m inclined to make some changes to our philosophy, and I’d appreciate further feedback on this before we make any decisions.

What we are looking at is a combination of more significant cooldowns and a new system to restrict certain events for some characters you play could have the following effects:
  • Pro: You would see the same events way less often
  • Pro: You would have more varied ‘general’ event content between characters
  • Pro: ‘Rare’ events would become somewhat more visible, due to fewer ‘general’ events being valid
  • Con: Some event pools might give you less event content over time (which might be a Pro for some of you)

I’d like to go into a bit more detail on how this would work. Generally, we use 5 or 10 years as the most common cooldown for events; they are the default go-to values. For events with easy-to-happen triggers, what we could do is simply increase this cooldown - this would make it so that there’s a significantly lower chance of seeing the same event multiple times with the same character. This wouldn’t hinder each of your successive rulers from seeing the events at least once though, which would limit its impact as a stand-alone measure. If we introduced a system where we could randomly make events valid or invalid for your character, say that an event would be valid for 50% of characters, then we’d be able to ensure that not all characters see the same events. For some we could have lower values, for others higher - it could be a judgment call based on what the event is, and its purpose.
Of course, these two measures would only be interesting to enable for certain types of events, and wouldn’t work to introduce for all events (for example, you need all lifestyle events to be valid so that you have ways of gaining XP). That said, I believe that this could help drastically reduce the issue of excessively frequent events. Let me know what you think.
So it is something they are aware of. I don't know if they've actually started implementing the discussed concept or some other solution yet though.
 
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